Programs and Systems

The system enhances avatar appreciation by automatically orienting and acting the avatar when no user input is detected, addressing the challenge of prioritizing interaction over appreciation in existing techniques.

JP2026074188APending Publication Date: 2026-05-01COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
COLOPL
Filing Date
2026-02-05
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Existing techniques for operating avatars in virtual environments prioritize user interaction, making it difficult for users to fully appreciate the charm and appeal of the avatars.

Method used

A system and program that includes an operating means for a first object in a virtual space, a display means for capturing images with a virtual camera, and an object control means to manage a second object, allowing the first object to face a specific direction without user input and perform actions when no input is detected, enhancing the user's ability to view and appreciate the object.

Benefits of technology

Facilitates easier viewing of the manipulated object based on its state, improving the user's appreciation of the avatar's charm and appeal, while allowing seamless transitions between operation and appreciation modes.

✦ Generated by Eureka AI based on patent content.

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Abstract

It provides features that make it easier to view the object depending on the state of the object being manipulated by the user. [Solution] The program causes the computer to function as an operation means for operating a first object placed in a virtual space according to user operations, a display means for displaying an image of the first object in the virtual space captured by a virtual camera, and an object control means for controlling the operation of a second object placed in the virtual space. The operation means executes a specific mode that includes a process to operate the first object so that it faces a specific direction without requiring user operation if no user input is received for a predetermined time. The object control means causes the second object to perform a specific action toward the first object when the specific mode is not being executed, and causes the second object to stop performing a specific action toward the first object when the specific mode is being executed.
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Description

Technical Field

[0006] , , , ,

[0001] The present invention relates to a program and a system.

Background Art

[0002] In recent years, content (e.g., VR, games) that operates an avatar, which is a user's alter ego, on the field has been spreading. In addition, with the improvement of computer processing power, attractive avatars have been emerging one after another. Therefore, in order to make users feel the charm of the avatar, a technique for changing the position and angle of view of a virtual camera according to the movement of the avatar is known (see, for example, Patent Documents 1 and 2).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, while the avatar is in operation, the operation of the avatar is prioritized, and it is difficult for the user's attention to be directed to the appreciation of the avatar. Therefore, it is hard to say that the charm of the avatar is sufficiently conveyed to the user by the techniques of Patent Documents 1 and 2.

[0005] An object of the present invention is to provide a function that is easy to appreciate according to the situation of an object operated by a user.

Means for Solving the Problems

[0006] To solve the aforementioned problems, the program according to the present invention causes a computer to function as an operating means for operating a first object placed in a virtual space according to user operations, a display means for displaying an image of the first object in the virtual space captured by a virtual camera, and an object control means for controlling the operation of a second object placed in the virtual space. The operating means executes a specific mode that includes a process for operating the first object so that it faces a specific direction without requiring user operations if no user operations are input for a predetermined time. The object control means causes the second object to perform a specific action toward the first object when the specific mode is not being executed, and causes the second object to stop the specific action toward the first object when the specific mode is being executed. [Effects of the Invention]

[0007] According to the present invention, it is possible to obtain a function that makes it easier to view the object being manipulated by the user, depending on its state. [Brief explanation of the drawing]

[0008] [Figure 1] This diagram shows an overview of the system according to this embodiment. [Figure 2] This is a hardware configuration diagram of the user terminal. [Figure 3] This is a diagram that conceptually represents one aspect of a virtual space. [Figure 4] This diagram shows a YZ cross-section of the field of view in a virtual space, viewed from the X direction. [Figure 5] This diagram shows the XZ cross-section of the field of view in a virtual space, viewed from the Y direction. [Figure 6] This is a functional block diagram of a user terminal according to the first embodiment. [Figure 7] This diagram shows the relative positions of the avatar and the virtual camera. [Figure 8] This is a flowchart of the screen display process. [Figure 9]This is an example of a screen displayed on a monitor during screen display processing. [Figure 10] This is a functional block diagram of a user terminal according to the second embodiment. [Figure 11] This shows an example screen (A) and a screenshot image (B) of what is displayed on the monitor during screen display processing. [Figure 12] This is a functional block diagram of a user terminal according to the third embodiment. [Figure 13] This is an example of a screen displayed on a monitor during screen display processing. [Figure 14] This diagram shows the relative positions of the avatar and enemy characters. [Modes for carrying out the invention]

[0009] System 1 according to an embodiment will be described below with reference to the drawings. The embodiments of the present invention described below are merely examples of how the present invention can be implemented, and do not limit the scope of the present invention to the scope described in the embodiments. Therefore, the present invention can be implemented by making various modifications to the embodiments. Furthermore, the following embodiments and modifications can be combined in any combination without departing from the spirit of the present invention.

[0010] [System 1 Overview] Figure 1 is a diagram illustrating an overview of System 1 according to this embodiment. As shown in Figure 1, System 1 mainly comprises a server 10 and user terminals 20A, 20B, and 20C (hereinafter, these may be collectively referred to as "user terminals 20"). Although three user terminals 20 are shown in Figure 1, the examples of user terminals 20 included in System 1 are not limited to these. The server 10 and the user terminals 20 are connected to communicate with each other via a communication network 2. The specific examples of the communication network 2 are not particularly limited, but for example, it may consist of the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.

[0011] System 1 realizes, for example, a virtual space in which users of a plurality of user terminals 20A, 20B, and 20C communicate via avatars. Further, System 1 realizes, for example, a game on user terminal 20. More specifically, System 1 realizes a game that operates an avatar on a field (an example of a virtual space). As an example, the game may be an online game realized by the server 10 and the plurality of user terminals 20A, 20B, and 20C communicating with each other. As another example, the game may be an offline game executed only on one user terminal 20. In the case of an offline game, server 10 can be omitted.

[0012] [Configuration of Server 10] Server 10 is realized by a general-purpose computer such as, for example, a workstation or a personal computer. As an example, server 10 that provides a virtual space synchronizes the virtual space data of each of the plurality of user terminals 20. As another example, server 10 that provides an online game synchronizes the game data (for example, avatars, enemy characters, field conditions) of each of the plurality of user terminals 20.

[0013] [Configuration of User Terminal 20] User terminal 20 is realized as, for example, an HMD set, a tablet terminal, a smartphone, a feature phone, a laptop computer, a desktop computer, etc. In the present embodiment, as shown in FIG. 1, an example of user terminal 20 as a tablet terminal will be described.

[0014] FIG. 2 is a hardware configuration diagram of user terminal 20. As shown in FIG. 2, user terminal 20 mainly includes a processor 21, a memory 22, a storage 23, a communication interface 25, a monitor 31, cameras 33 and 34, a microphone 35, a speaker 36, a motion sensor 41, and an operation device 42 (operation unit). Each component of user terminal 20 is connected to a communication bus 29.

[0015] The processor 21 performs the processing described later by executing a series of instructions contained in the terminal program 23P stored in memory 22 or storage 23. The processor 21 can be implemented as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other device.

[0016] Memory 22 temporarily holds the terminal program 23P and data. The terminal program 23P is loaded, for example, from storage 23. The data includes data input to the user terminal 20 and data generated by the processor 21. For example, memory 22 can be implemented as RAM (Random Access Memory) or other volatile memory.

[0017] The storage 23 permanently holds the terminal program 23P and data. The storage 23 can be implemented as, for example, ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Alternatively, the storage 23 may be implemented as a removable storage device, such as a memory card. In yet another example, instead of being built into the user terminal 20, the storage 23 may be connected to the user terminal 20 as an external storage device. With such a configuration, for example, in situations where multiple user terminals 20 are used, such as in an amusement facility, it becomes possible to update the terminal program 23P and data all at once.

[0018] The communication interface 25 communicates with other devices (e.g., server 10) connected to the communication network 2. The communication interface 25 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).

[0019] The monitor 31 is mounted on the surface of a flat casing, as shown in Figure 1, for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is mounted on the surface of the flat casing and is a so-called in-camera that captures the face of the user viewing the monitor 31. The camera 34 is mounted on the back of the flat casing (the side opposite the monitor 31) and is a so-called out-camera that captures the surroundings.

[0020] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it to the computer 26. The speaker 36 converts the audio signal output from the computer 26 back into speech and outputs it to the user. The user terminal 20 may include earphones instead of the speaker 36.

[0021] The motion sensor 41 detects the movement of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be implemented as, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.

[0022] The operating device 42 receives commands (operations) from the user to the user terminal 20. The operating device 42 is, for example, a touch panel superimposed on the monitor 31 that receives various touch operations from the user. In other words, the monitor 31 in this embodiment is a touch panel type display unit. As another example, the user terminal 20 may be equipped with a controller with buttons, an operation stick, etc., as the operating device 42.

[0023] Touch operation is a general term for various operations performed by touching a touch panel superimposed on the monitor 31 with a touch element (for example, tapping, swiping, flicking, pinching in, and pinching out). Below, the user's finger will be used as a specific example of a touch element, but a stylus or similar device may also be used. Since touch operations on a touch panel are already well-known, a detailed explanation will be omitted, but examples of such operations include the following.

[0024] [Overview of Virtual Space 90] Figure 3 is a conceptual diagram representing one aspect of the virtual space 90. Figure 4 is a diagram showing a YZ cross-section of the field of view 94 in the virtual space 90 as viewed from the X direction. Figure 5 is a diagram showing an XZ cross-section of the field of view 94 in the virtual space 90 as viewed from the Y direction.

[0025] As shown in Figure 3, the virtual space 90 has a spherical structure that covers the entire 360-degree direction from the center C. To avoid complicating the explanation, Figure 3 shows the upper half of the celestial sphere of the virtual space 90 as an example. Each mesh is defined in the virtual space 90. The position of each mesh is predetermined as a coordinate value in the XYZ coordinate system, which is the global coordinate system defined in the virtual space 90. Each partial image that makes up a panoramic image 91 (still image, video, etc.) that can be displayed in the virtual space 90 is associated with the corresponding mesh in the virtual space 90.

[0026] For example, in virtual space 90, an XYZ coordinate system is defined with the center C as the origin. The XYZ coordinate system is, for example, parallel to the real coordinate system. The horizontal, vertical (up and down), and front-to-back directions in the XYZ coordinate system are defined as the X axis, Y axis, and Z axis, respectively. Therefore, the X axis (horizontal direction) of the XYZ coordinate system is parallel to the x axis of the real coordinate system, the Y axis (vertical direction) of the XYZ coordinate system is parallel to the y axis of the real coordinate system, and the Z axis (front-to-back direction) of the XYZ coordinate system is parallel to the z axis of the real coordinate system.

[0027] A virtual camera 92, associated with the user terminal 20, is placed in the virtual space 90. The position of the virtual camera 92 within the virtual space 90 corresponds to the user's viewpoint within the virtual space 90. The orientation of the virtual camera 92 corresponds to the user's line of sight (reference line of sight 93) within the virtual space 90. The processor 21 then defines the field of view area 94 (the field of view of the virtual camera 92) within the virtual space 90 based on the position and orientation of the virtual camera 92.

[0028] As shown in Figure 4, the field of view region 94 includes region 95 in the YZ section. Region 95 is the range of the polar angle α centered on the reference line of sight 93 in the vertical section (YZ section) that includes the reference line of sight 93 within the virtual space 90. As shown in Figure 5, the field of view region 94 includes region 96 in the XZ section. Region 96 is the range of the azimuth angle β centered on the reference line of sight 93 in the horizontal section (XZ section) that includes the reference line of sight 93 within the virtual space 90.

[0029] The processor 21 generates (extracts) a portion of the panoramic image 91 deployed in the virtual space 90 that is included in the field of view 94, as a virtual space image 97 captured by the virtual camera 92. The processor 21 then displays the generated virtual space image 97 on the monitor 31. In other words, the field of view 94 corresponds to the user's field of view within the virtual space 90. Furthermore, the field of view 94 moves in accordance with changes in the position and orientation of the virtual camera 92 within the virtual space 90, and the virtual space image 97 displayed on the monitor 31 is updated. In other words, the user's field of view moves.

[0030] For example, the processor 21 moves the virtual camera 92 within the virtual space 90 in conjunction with user operations received by the operating device 42. The processor 21 also changes the orientation of the virtual camera 92 (i.e., the reference line of sight 93) in conjunction with the movement of the user terminal 20 detected by the motion sensor 41 (for example, rotation around three mutually orthogonal axes). Furthermore, the processor 21 displays the virtual space image 97 captured by the virtual camera 92 after the change in position and orientation on the monitor 31.

[0031] [First Embodiment] [Functional block diagram of user terminal 20] Figure 6 is a functional block diagram of the user terminal 20 according to the first embodiment. Figure 7 is a diagram showing the positional relationship between avatar A and virtual camera 92. As shown in Figure 6, the terminal program 23P loaded into memory 22 causes the processor 21 to function as a definition means 210, an avatar operation means 220 (operation means), a camera movement means 230 (movement means), and a display means 240 (output means).

[0032] The definition means 210 defines the virtual space 90. More specifically, the definition means 210 expands virtual space data representing the virtual space 90 into memory 22. The virtual space data includes, for example, a panoramic image 91 and the shapes and positions of basic objects (e.g., buildings, plants) placed within the virtual space 90. The virtual space data may also include background music data representing the background music of the virtual space 90. The virtual space data may be downloaded in advance from the server 10 and stored in storage 23, or it may be downloaded from the server 10 when defining the virtual space 90. The specific process for defining the virtual space 90 is already well known, so a detailed explanation is omitted. The process executed by the definition means 210 is an example of a definition step.

[0033] The avatar operation means 220 places avatar A, which is operated by the user of the user terminal 20, in the virtual space 90. The avatar operation means 220 also operates avatar A, which is placed in the virtual space 90, according to the user's operations on the user terminal 20. For example, the avatar operation means 220 moves avatar A, makes avatar A perform, makes avatar A pause, and makes avatar A attack enemy characters 86-88 according to the user's operations on the control device 42. As another example, the avatar operation means 220 makes avatar A speak according to the audio input to the microphone 35. The processes performed by the avatar operation means 220 are examples of avatar operation steps.

[0034] An avatar is, for example, a 3D object with a three-dimensional shape and coordinates. An avatar is an example of a first object, which is a representation of the user operating in the virtual space 90. However, specific examples of first objects are not limited to human-shaped avatars, but may also be animals, monsters, robots, vehicles (e.g., cars, ships, aircraft, spaceships), etc. Avatar A's performance refers to making Avatar A move in a predetermined pattern, such as jumping, raising its arms, or dancing. Avatar A's pose refers to making Avatar A still in a predetermined posture, such as sitting or lying down.

[0035] Furthermore, if no user input is received from the user terminal 20 for a predetermined period of time, the avatar operation means 220 will operate avatar A so that its front faces the front of the virtual camera 92 (hereinafter sometimes referred to as "facing directly"), as shown in Figure 7(B), without requiring user input. That is, as shown in Figures 7(A) and 7(B), the avatar operation means 220 rotates avatar A in place (rotates it around the vertical axis). In addition, the avatar operation means 220 may have avatar A, which is facing directly towards the virtual camera 92, perform a predetermined performance (for example, Figure 9(B)), strike a predetermined pose (for example, Figure 9(C)), or speak.

[0036] The camera movement means 230 moves the virtual camera 92 within the virtual space 90 so that avatar A enters the field of view 94. More specifically, the camera movement means 230 moves the virtual camera 92 in the vertical, horizontal, and forward / backward directions within the virtual space 90. The camera movement means 230 also rotates the virtual camera 92 around three axes (yaw axis, pitch axis, and roll axis). The process performed by the camera movement means 230 is an example of a camera movement step.

[0037] The camera movement means 230 is configured to switch between a first mode and a second mode as the imaging mode for avatar A by the virtual camera 92. More specifically, the camera movement means 230 switches from the first mode to the second mode when no operation is input to the user terminal 20 for a predetermined period of time. Also, the camera movement means 230 switches from the second mode to the first mode when an operation is input to the user terminal 20 while in the second mode.

[0038] The first mode of camera movement means 230 is a mode in which the virtual camera 92 is positioned at a first position P1 that overlooks avatar A, so as to include the area including the direction of movement of avatar A in the virtual space 90 (for example, the arrow indicating the direction of movement in Figure 9(A)). As shown in Figure 7(A), the first position P1 is located diagonally above (typically behind and above) avatar A. Furthermore, the first position P1 is a position with a fixed distance L1 and pitch angle (depression angle) θ1 from avatar A. That is, when avatar A moves in the virtual space 90, the first position P1 moves to a position that is at a predetermined distance L1 and pitch angle θ1 from avatar A after the movement.

[0039] Therefore, the camera movement means 230 in the first mode moves the virtual camera 92 (to a new first position P1) in accordance with the movement of avatar A in the virtual space 90. In other words, the camera movement means 230 in the first mode moves the virtual camera 92 in such a way as to maintain the relative position between avatar A and the virtual camera 92. Note that "following the movement of avatar A" is not limited to the relative position between avatar A and the virtual camera 92 being completely fixed. That is, if the movement speed or direction of avatar A changes suddenly, the virtual camera 92 may move to the new first position P1 with a slight delay.

[0040] The second mode of camera movement means 230 is a mode in which the virtual camera 92 is positioned at a second position P2 that captures avatar A at a larger size than in the first mode. As shown in Figure 7(B), the second position P2 is below the first position P1 and closer to avatar A than the first position P1. Furthermore, the second position P2 is a position on the vertical plane X that includes avatar A and the first position P1. In addition, the second position P2 is a position where the distance L2 and pitch angle θ2 (not shown) from avatar A are fixed. Note that L1 > L2. Also, typically θ2 = 0°.

[0041] When the camera movement means 230 switches from the first mode to the second mode, it moves the virtual camera 92 from the first position P1 to the second position P2. That is, the camera movement means 230 moves the virtual camera 92 downwards and toward avatar A on the vertical plane X. On the other hand, when the camera movement means 230 switches from the second mode to the first mode, it moves the virtual camera 92 from the second position P2 to the first position P1. That is, the camera movement means 230 moves the virtual camera 92 upwards and toward avatar A on the vertical plane X.

[0042] On the other hand, when the camera movement means 230 moves from one of the first position P1 and the second position P2 to the other, it does not move the virtual camera 92 in the left-right direction (the direction away from the vertical plane X). In other words, when the virtual camera 92 moves from one of the first position P1 and the second position P2 to the other, its left-right position is fixed. Alternatively, instead of moving the virtual camera 92 in a direction that moves it closer to (or away from) avatar A, the camera movement means 230 may zoom in (or zoom out) the virtual camera 92.

[0043] In other words, the first position P1 is the position where the virtual camera 92 captures the virtual space 90 where avatar A is located in a reduced (wide-angle) view compared to the second position P2. On the other hand, the second position P2 is the position where the virtual camera 92 captures the virtual space 90 where avatar A is located in a larger view compared to the first position P1. Furthermore, the virtual camera 92 does not move in a specific direction (in this embodiment, the left-right direction) during the process of moving from one of the first position P1 and the second position P2 to the other.

[0044] The display means 240 generates a virtual space image 97 by having the virtual camera 92 capture an image of avatar A in the virtual space 90. The display means 240 then displays the generated virtual space image 97 on the monitor 31. The display means 240 then repeats the process at a predetermined frame rate (for example, 120fps) so that the video (moving image) captured by the virtual camera 92 of the virtual space 90 is displayed on the monitor 31. The processing performed by the display means 240 is an example of the display step.

[0045] Furthermore, the display means 240 displays UI objects superimposed on the virtual space image 97. The UI objects include an output object that informs the user of the status of avatar A, and an input object that accepts user operations (for example, displaying a details screen). The UI objects include, for example, a minimap 81 showing a map of the area around avatar A, a health gauge 82 showing the remaining health of avatar A, and a menu icon 83 that instructs the display of a menu screen, as shown in Figure 9(A). However, specific examples of UI objects are not limited to the examples described above.

[0046] The display means 240 displays UI objects when the camera movement means 230 is in the first mode (i.e., the virtual camera 92 is at the first position P1). On the other hand, the display means 240 hides the UI objects when the camera movement means 230 is in the second mode (i.e., the virtual camera 92 is at the second position P2). Furthermore, when the camera movement means 230 switches from the first mode to the second mode, the display means 240 may frame out the UI objects outside the monitor 31 (for example, the minimap 81 in Figure 9(A) to the right, the health gauge 82 to the bottom, and the menu icon 83 to the top).

[0047] [Screen display processing] Figure 8 is a flowchart of the screen display process. Figure 9 is an example of a screen displayed on the monitor 31 during the screen display process. The processor 21 of the user terminal 20 performs the screen display process while a game or VR application is running (in other words, while the definition means 210 is expanding the virtual space data into memory 22). At the start of the screen display process, the camera movement means 230 is in the first mode (virtual camera 92 is in the first position P1).

[0048] First, when an operation instruction operation that instructs avatar A to move (typically, move) is input to the operating device 42 (S11: Yes), the avatar operation means 220 moves avatar A in the virtual space 90 according to the operation (S12). Also, the camera movement means 230 in the first mode moves the virtual camera 92 to a new first position P1 in accordance with the movement of avatar A (S13).

[0049] Next, the display means 240 causes the virtual camera 92, which has moved to a new first position P1, to capture an image of avatar A, thereby generating a virtual space image 97. The display means 240 then displays the generated virtual space image 97 on the monitor 31 along with the UI objects 81-83 (S14). As a result, as shown in Figure 9(A), the monitor 31 displays a virtual space image 97 captured from a bird's-eye view of avatar A moving in the direction of travel indicated by the arrow. Then, by repeatedly executing the processes in steps S11-S14, avatar A can be made active in the virtual space 90 (for example, to progress through the game).

[0050] On the other hand, if no operation instruction is input to the operating device 42 for a predetermined time (for example, 60 seconds) (S11: No & S15: Yes), the camera moving means 230 moves the virtual camera 92 from the first position P1 to the second position P2 without moving it left or right (S16), as shown in Figure 7(B). In other words, the camera moving means 230 switches from the first mode to the second mode. The avatar operation means 220 also moves avatar A so that the front of avatar A faces the front of the virtual camera 92 at the second position P2, as shown in Figure 7(B) (S17). No user operation to the operating device 42 is required for this operation. Next, the display means 240 generates a virtual space image 97 by having the virtual camera 92, which has moved to the second position P2, capture the movement of avatar A facing forward in the virtual space 90. Then, as shown in Figure 9(B), the display means 240 displays the virtual space image 97 on the monitor 31 and hides the UI objects 81 to 83 (S18).

[0051] Furthermore, the switching of the screen display from Figure 9(A) to Figure 9(B) is not limited to instantaneous. That is, the avatar A facing the virtual camera 92 (i.e., turning around) can be continuously captured as the virtual camera 92 moves from the first position P1 to the second position P2, and these images can be sequentially displayed on the monitor 31. This will result in the monitor 31 displaying an image (moving image) that changes from Figure 9(A) to Figure 9(B). In addition, the display means 240 may frame out UI objects 81-83 outside the monitor 31 during the transition from Figure 9(A) to Figure 9(B).

[0052] Furthermore, the avatar operation means 220 causes avatar A, which is facing the virtual camera 92 at the second position P2, to perform a predetermined action (for example, dancing as shown in Figure 9(B)), assume a predetermined pose (for example, sitting as shown in Figure 9(C)), and speak (S19). The performance and pose are displayed on the monitor 31 by the display means 240. The voice of avatar A is output from the speaker 36. Note that some or all of the performance, poses, and speech by avatar A can be omitted.

[0053] The screen shown in Figure 9(B) or Figure 9(C) continues until an operation instruction is input to the operating device 42. Furthermore, if an operation instruction is input to the operating device 42 while the virtual camera 92 is positioned at the second position P2 (S11:Yes), the processor 21 executes the processes in steps S12 to S14. That is, the avatar operation means 220 returns avatar A to the posture it was in immediately before step S17 is executed, the camera movement means 230 moves the virtual camera 92 from the second position P2 to the first position P1 (switching from the second mode to the first mode), and the display means 240 displays the UI objects 81 to 83. As a result, the screen displayed on the monitor 31 returns from Figure 9(B) or Figure 9(C) to Figure 9(A).

[0054] Then, the processor 21 repeatedly executes the processes in steps S11 to S19 until avatar A has finished its activity (for example, progressing through a game) in the virtual space 90 (S20: No). Then, when avatar A has finished its activity in the virtual space 90 (S20: Yes), the screen display process is terminated.

[0055] [Effects of the First Embodiment] According to the first embodiment, when the user is not operating the operating device 42, avatar A is operated so that its front faces the virtual camera 92 at the second position P2 without requiring user intervention. This allows users who are not concentrating on operating avatar A to fully appreciate the appeal of avatar A.

[0056] Furthermore, "Avatar A's front faces the front of the virtual camera 92" does not necessarily mean that Avatar A is facing directly forward to the front of the virtual camera 92. In other words, taking a human-shaped Avatar A as an example, it is sufficient that Avatar A's face (the side with eyes, nose, and mouth) faces the virtual camera 92, and this may include poses in which Avatar A looks most attractive, such as the face being turned to the side, looking upwards, or tilting its head. In the case of animals, monsters, robots, and vehicles, it is sufficient that a front is predetermined according to the characteristics of the character.

[0057] Furthermore, by fixing the horizontal position of the virtual camera 92 when moving it from the first position P1 to the second position P2, the background of avatar A does not change significantly. This is advantageous, for example, when you want to take a screenshot of avatar A with the current background. It also prevents the user from losing track of avatar A's direction of movement. Moreover, by zooming in on avatar A facing directly towards the virtual camera 92 (i.e., moving the virtual camera 92 closer) and capturing the image, the appeal of avatar A can be fully brought out.

[0058] Furthermore, according to the above embodiment, when the operation instruction operation to the operating device 42 is resumed, the virtual camera 92 can be returned to a field of view suitable for operating avatar A by returning it from the second position P2 to the first position P1.

[0059] Furthermore, according to the above embodiment, when the virtual camera 92 is moved from the first position P1 to the second position P2, the UI objects 81 to 83 are hidden. As a result, when taking a screenshot of the screen using a function installed in the user terminal 20 itself, an image can be obtained that does not include the UI objects 81 to 83 (i.e., only the background and avatar A).

[0060] Furthermore, according to the above embodiment, as the virtual camera 92 is moved from the first position P1 to the second position P2, avatar A is made to perform, pause, and speak. This further enhances the appeal of avatar A. The content of the performance, pause, and speech may be predetermined, selected by the user, or random.

[0061] [Second Embodiment] The processing of the user terminal 20 according to the second embodiment will be described with reference to Figures 10 and 11. Figure 10 is a functional block diagram of the user terminal 20 according to the second embodiment. Figure 11 shows an example screen (A) and a screenshot image 85 (B) displayed on the monitor 31 during screen display processing. Detailed explanations of the similarities with the first embodiment will be omitted, and the differences will be the focus of the explanation. The terminal program 23P according to the second embodiment differs from the first embodiment in that the processor 21 is further made to function as a recording means 250.

[0062] In the second embodiment, as shown in Figure 11(A), the display means 240 overlays the screenshot icon 84 onto the virtual space image 97 and displays it on the monitor 31 in step S18 of Figure 8. The screenshot icon 84 is an icon that prompts the user to record the virtual space image 97 captured by the virtual camera 92 as a screenshot image 85. The display means 240 in the second embodiment may also overlay UI objects 81 to 83 onto the virtual space image 97 and display them on the monitor 31.

[0063] When the screenshot icon 84 displayed on the monitor 31 is tapped, the recording means 250 acquires the latest virtual space image 97 captured by the virtual camera 92 as a screenshot image 85. The recording means 250 may then record the acquired screenshot image 85 in the storage 23 or upload it to the server 10. As shown in Figure 10(B), the screenshot image 85 acquired by the recording means 250 does not include the UI objects 81-83 and the screenshot icon 84. In other words, the recording means 250 acquires the virtual space image 97 as a screenshot image 85 before the UI objects 81-83 and the screenshot icon 84 are superimposed on it.

[0064] As in the second embodiment, when a screenshot is taken by a function of the terminal program 23P rather than a function of the user terminal 20 itself, it is not necessary to hide the UI objects 81-83. This makes it possible to obtain a screenshot image 85 that does not include the UI objects 81-83, and also allows the user to recognize the state of avatar A. However, even in the second embodiment, when avatar A is facing directly towards the virtual camera 92 at the second position P2, the UI objects 81-83 may be hidden.

[0065] [Third Embodiment] The processing of the user terminal 20 according to the third embodiment will be explained with reference to Figures 12 to 14. Figure 12 is a functional block diagram of the user terminal 20 according to the third embodiment. Figure 13 is an example of a screen displayed on the monitor 31 during screen display processing. Figure 14 is a diagram showing the positional relationship between avatar A and enemy characters 86 to 88. Detailed explanations of the common points with the first embodiment will be omitted, and the differences will be explained in detail. The terminal program 23P according to the third embodiment differs from the first embodiment in that the processor 21 is further made to function as enemy character control means 260 (object control means).

[0066] The enemy character control means 260 controls the actions (e.g., movement, attack) of enemy characters 86, 87, and 88 (an example of a second object) placed in the virtual space 90. More specifically, the enemy character control means 260 moves enemy characters 86-88 in a predetermined pattern within the virtual space 90. The enemy character control means 260 also attacks avatar A that has entered (i.e., approached a predetermined distance from) a virtual circle (shown as a dashed line in Figure 14) centered on enemy character 86, as shown in Figure 14(A). Attacks include, for example, physical attacks, magical attacks, and actions that restrict the enemy's actions.

[0067] As shown in Figure 13, the enemy character control means 260 instructs the enemy character 86 to attack avatar A when it approaches a predetermined distance, regardless of whether the virtual camera 92 is at a first position P1 or a second position P2. Furthermore, as shown in Figure 13(A), the avatar operation means 220 can cause avatar A to attack enemy character 86 according to user operations on the operation device 42. In other words, the terminal program 23P in the third embodiment realizes a game in which avatar A defeats enemy characters 86-88 in a virtual space 90 (field). Moreover, if enemy character 86 is included in the field of view 94 (angle of view) of the virtual camera 92, a virtual space image 97 including enemy character 86 is displayed on the monitor 31 by the display means 240, as shown in Figure 13.

[0068] On the other hand, as shown in Figure 13(B), the camera movement means 230 according to the third embodiment moves the virtual camera 92 from the second position P2 to the first position P1 (i.e., the camera movement means 230 is in the first mode) when avatar A is attacked by an enemy character 86 while the virtual camera 92 is positioned at the second position P2 (i.e., the camera movement means 230 is in the second mode). In addition, the avatar movement means 220 may position avatar A directly facing the attacking enemy character 86, as shown in Figure 13(A).

[0069] According to the third embodiment, when attacked by an enemy character 86, Avatar A is switched to a display mode that makes it easier for the enemy character 86 to retaliate. This prevents Avatar A from taking unnecessary damage from the enemy character 86 compared to keeping the virtual camera 92 positioned at the second position P2.

[0070] The attack on Avatar A is just one example of enemy character 86's "specific actions." However, specific actions are not limited to attacks. Other examples of enemy character 86's specific actions against Avatar A include scouting, restoring health, calling in allies (other enemy characters), and restricting actions (i.e., putting Avatar A in a stunned state). The same applies to Variation 1 below.

[0071] [Example 1] As a modification 1 of the third embodiment, the enemy character control means 260 may cause the enemy character 86 to attack avatar A when the virtual camera 92 is at the first position P1, as shown in Figure 13(A). On the other hand, the enemy character control means 260 may cause the enemy character 86 to stop attacking avatar A when the virtual camera 92 is at the second position P2, as shown in Figure 13(B). This allows the user to view avatar A without being interrupted by attacks from the enemy character 86.

[0072] [Differentiation 2] As a second modification of the third embodiment, if no operation instruction is continuously input to the user terminal 20 for a predetermined time, and no enemy characters 86-88 are positioned at a predetermined distance from avatar A (Figure 14(B)), the camera movement means 230 may move the virtual camera 92 from the first position P1 to the second position P2, and the avatar movement means 220 may position avatar A directly in front of the virtual camera 92 at the second position P2. This allows for prioritizing the viewing of avatar A when the possibility of attack from enemy characters 86-88 is low.

[0073] On the other hand, if no operation instructions have been continuously input to the user terminal 20 for a predetermined period of time, and an enemy character 86 is positioned at a predetermined distance from avatar A (Figure 14(A)), the camera movement means 230 may not move the virtual camera 92 from the first position P1 to the second position P2, and the avatar movement means 220 may not position avatar A directly facing the virtual camera 92. This allows for prioritizing combat preparation when there is a high probability of an attack from the enemy character 86.

[0074] [Other variations] As another variation, System 1 may provide a solo-play game played by a single user on one user terminal 20, and a multiplayer game played by multiple users on user terminals 20A, 20B, and 20C in cooperation or competition. When a solo-play game is running on user terminal 20, if no operation instructions are continuously input to user terminal 20 for a predetermined period of time, the processing in steps S16 to S19 should be executed. On the other hand, when a multiplayer game is running on user terminal 20, the processor 21 does not need to execute the processing in steps S16 to S19 even if no operation instructions are continuously input to user terminal 20 for a predetermined period of time. This allows each user to have priority in the game's progress in a multiplayer game.

[0075] Furthermore, when Avatar A is facing directly towards the virtual camera 92 at the second position P2, the display means 240 may hide enemy characters 86-88 or other users' avatars (other examples of the second object) located between Avatar A and the virtual camera 92. This allows the user to view Avatar A without being obstructed by enemy characters 86-88 or other users' avatars.

[0076] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device, but may be executed by multiple devices in a shared manner. Moreover, the division of roles between the server 10 and the user terminal 20 is not limited to the examples described above. That is, part of the processing of the server 10 may be executed by the user terminal 20, and part of the processing of the user terminal 20 may be executed by the server 10.

[0077] Furthermore, some or all of the means implemented by the program can also be implemented by hardware such as integrated circuits. Additionally, the program may be provided by being recorded on a non-transient recording medium readable by a computer. Recording mediums include, for example, hard disks, SD cards, DVDs, and servers on the internet. [Explanation of Symbols]

[0078] 1...System, 2...Communication Network, 10...Server, 20...User Terminal, 21...Processor, 22...Memory, 23...Storage, 23P...Terminal Program, 25...Communication Interface, 26...Computer, 29...Communication Bus, 31...Monitor, 33,33...Camera, 35...Microphone, 36...Speaker, 41...Motion Sensor, 42...Operating Device, 81...Minimap, 82...Health Gauge, 83...Menu Icon, 84...Screenshot Icon, 85...Screenshot Image, 86,87,88...Enemy Character, 90...Virtual Space, 91...Panoramic Image, 92...Virtual Camera, 93...Reference Line of Sight, 94...Field of View, 95,96...Region, 97...Virtual Space Image, 210...Definition Means, 220...Avatar Operation Means, 230...Camera Movement Means, 240...Display Means, 250...Recording Means, 260...Enemy Character Control Means

Claims

1. Computers, An operating means for making a first object placed in a virtual space move according to user input, A display means for displaying an image of the first object in the virtual space captured by the virtual camera, It functions as an object control means for controlling the operation of a second object placed in the virtual space, The operating means, when no user input is received for a predetermined time, executes a specific mode that includes a process to move the first object so that it faces a specific direction without requiring user input. The object control means is When the aforementioned specific mode is not being executed, the second object is made to perform a specific action on the first object. A program that, when the aforementioned specific mode is being executed, causes the second object to stop the aforementioned specific action toward the first object.

2. In the program described in claim 1, The aforementioned display means is A UI object is displayed superimposed on the aforementioned image. A program that hides the UI object in conjunction with or after the first object turns to face forward.

3. In the program described in claim 1, The aforementioned operating means is If the user has not been continuously inputting any operations for a predetermined time, and the second object is not located at a predetermined distance from the first object, the specific mode is executed. A program that does not execute the specific mode if the user has not been continuously inputting any operations for a predetermined period of time and the second object is located at a predetermined distance from the first object.

4. In the program described in claim 1, The display means is a program that, when a specific action is performed by a third object while the specific mode is being executed, cancels the specific mode and moves the position of the virtual camera.

5. An operating means for making a first object placed in a virtual space move according to user input, A display means for displaying an image of the first object in the virtual space captured by the virtual camera, The system includes object control means for controlling the operation of a second object placed in the virtual space, The operating means, when no user input is received for a predetermined time, executes a specific mode that includes a process to move the first object so that it faces a specific direction without requiring user input. The object control means is When the aforementioned specific mode is not being executed, the second object is made to perform a specific action on the first object. A system that, when the aforementioned specific mode is being executed, causes the second object to cease the aforementioned specific action toward the first object.

Citation Information

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